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Where in the World Is Carmen Sandiego? (1985 video game)

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847: 386:) against that individual. If the user enters a combination of attributes that eliminates all possible members of the database, the game will inform the user to that effect and refuse to issue any warrant. Once the user reaches the final destination (indicated by witnesses warning the user to be careful) and chooses the correct location, the police chase the criminal across the screen, leading to an off-screen fight. If the user has obtained a warrant for the correct suspect, the police place the criminal under arrest and the case is closed. Otherwise, the police are left empty-handed and the criminal escapes. 363: 951:
V.I.L.E. were designed from other Broderbund employees: Carmen was modeled after Marsha Bell, the company's manager of marketing services, while the villain "Katherine Drib" was an anagram of Bird's name. Others were named based on puns, such as "Ken U. Sparadigm" for "can you spare a dime". The game would now require the player to start as a recruit for ACME, and work their way up by locating the henchmen within V.I.L.E., until finally they were ready to track Carmen. As they worked their way up, they would have less in-game time to find the crook, and the geographic trivia would become harder.
834:. Each location contains three sources of clues: The user can question a bystander, search the area, or call "Crime Net". Bystanders and "Crime Net" provide clues as to the suspect's location and, on occasion, additionally state something about the suspect. Searching an area along the perpetrator's path turns up an object that provides a clue as to the suspect's location. The Deluxe edition is the first in the series to feature dialogue spoken aloud, although most information still appears in written form and the dialogue of bystanders is not spoken but rather contained in 350:'s villains around the world, arrest them and later capture Carmen herself. The player begins the game by first going to the country where the crime took place and then obtaining hints from various sources on where the thief went next, leading to a chase around the world to find the thief before time runs out. Each case begins with the user being alerted that a spectacular theft has been committed. Starting by first traveling to the scene of the crime, the player is given several opportunities to collect clues about the suspect's next location, which come in the form of 1144:, and a Reader Review Average of 8.0, a GameFAQs Rating Average of 8.5, and a GameRankings Average of 6.2 off the website GameFAQs. Nintendo Power gave the game a rating of 3.075 out of 5. A review of the 1992 version of Where in the World Is Carmen Sandiego? by Gary Hartley for HonestGamers concluded by saying: "For the most part, this is a good game. It has its share of flaws, but you should find it above average overall". Hartley gave the game a score of 6/10 (Good). 723: 2630: 286: 1805: 1835: 34: 1809: 208:, published by Pharos Books. An enhanced version of the game was released in 1989, which did not have the almanac-based copy protection and instead used disk-based copy protection. A deluxe version was released in 1990, and featured additional animation and a reworked interface from the original version. Some of the bonus features included digitized photos from 1887: 378:
played. The gameplay continues to repeat in this manner as the player travels from location to location several times before catching up to the criminal. The user has only a limited amount of in-game time to travel, collect clues, and apprehend the criminal; every action taken uses up a portion of this time, and the criminal escapes if it runs out.
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clue to the next location, and this process would repeat five to six times until the villain was caught and a new game started. Siefkin believed that children would learn about the world through trial and error as they played the game. Broderbund approved of this idea for the script and incorporated it into the existing development.
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an example of Broderbund's "attention to detail", and added "that it helps teach research skills and fundamentals of geography as well seems almost too good to be true ... it's entertaining enough to disguise the fact that you might be learning something while you play". The magazine gave it the 1989
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CD version "adds substantial value to an already excellent game". The San Diego Union said the "'Carmen Sandiego Deluxe' game is challenging, but still fun", adding that "Kids will be anything but bored". Boston Globe said it was "for older children". Pittsburgh Post-Gazette described it as a "fast
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As Bigham, Portwood, and Elliott worked on this approach, Broderbund co-founder Gary Carlston suggested changing the game from an adventure to one focused on geography, recalling his own travels as a child in Europe in the 1950s. Bigham was not as thrilled with this idea, but continued on with the
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Bigham refined and developed this idea further. In the initial script, the game would select a random villain and a stolen treasure, and start the player in a randomly-selected city with a clue of where to go next via Bigham's menu interface. Getting the right answer would give the player another
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The Master System version plays quite differently compared to the other versions. Instead of using a menu-based system, a sprite character representing the user can be moved to the respective buildings within a country, to get a warrant or back to the airport to travel. The user must duck or jump
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If the player travels to an incorrect location, they receive nonsensical clues and will have to backtrack to the previous location to try again. If the player travels to the correct location, a simple animation of an obvious, but otherwise harmless V.I.L.E. henchman lurking across the screen is
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as it succinctly informed the player of the game's goal. With this, they fleshed out two organizations: V.I.L.E. – Villains' International League of Evil – and the ACME Detective Agency – with ACME jokingly considered an initialism for "A Company that Makes Everything". Some of the villains in
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artist, and Lauren Elliott, as to start developing a more complete story and art for the game. Bigham's initial idea, based on the childhood game of cops and robbers, did not readily get Portwood's attention, but as Bigham pared down the concept, in particular focusing the game on catching one
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has forgotten which one she's working for". Carlston also liked the name as they could design a female character for it, allowing young women to be able to connect with the game, as well as not having to worry about her backstory of why she became a crook. The name also lent well to the title
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home computer gaining popularity, Bigham believed he could write an adventure game for children, using the graphics of the Apple II to provide menu-driven commands to replace text commands. Bigham developed the game to a point where it contained enough locations and concepts to take it to
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This is a list of the thirty locations visited in the game, organized in alphabetical order by country. Note that cities are identified as they were in the game and that they are followed by the country that the city would have been located in at the time the game was produced.
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In the game, the player takes the role of a rookie in the fictional ACME Detective Agency, tasked to track down crooks from the V.I.L.E. organization who have stolen famous works from around the world. They do this by using their knowledge of geography (aided by the
941:, California. Project manager Katherine Bird latched onto that name believing it captured something exotic and mysterious. She was described in the original game manual as "An agent, double agent, triple agent, and quadruple agent in so many countries that even 1137:
paced detective chase". The Los Angeles Times said " creators at Broderbund have remade her bigger and badder than ever in a terrific new CD-ROM release of "Where in the World Is Carmen Sandiego? Deluxe Edition", and gave the game a rating of 5 out of 5 stars.
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Occasionally, a witness will give a partial description of the criminal, allowing the user to eliminate one or more V.I.L.E. members as suspects. When only one viable suspect remains, Interpol issues an "arrest warrant" (the in-game equivalent of an
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with the game shifted its approach. While it was not intended as an educational game at release, the game proved very successful as an educational tool for schools. By 1995, over four million copies of the game had been sold, and established the
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The user becomes eligible for promotion after solving enough cases. Before the new rank is granted, though, the user must correctly answer a geography question with the help of a reference book included with the program (used as a form of
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about the target place. There are thirty countries that can be visited in the game and each is identified by the name of a prominent city, though this city is not always consistent with the image of the country shown in the game.
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called its performance "an incredible accomplishment for any piece of entertainment software and especially remarkable for an educational game." It had surpassed two million units sold by 1991, and four million by 1995. In 2003,
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Siefkin left the project soon after submitting the script to become a foreign service officer, serving as a diplomat in several of the countries featured in the game. He is listed in the game manual as a contributing author.
861:, which had only published externally developed software. The conception of the game began in 1983, though it did not start off as an educational game. Broderbund programmer Dane Bigham had played the text adventure game 1616: 914:, transforming the cavern into a map of the world, where the rooms of the cavern become countries with real treasures, and the clues were based on the languages, culture, and geography of those countries. 1247: 394:). Each rank gives harder assignments with more potential locations to visit. The culprit in the final case is Carmen Sandiego herself; apprehending her earns the user a spot in the game's Hall of Fame. 1857: 1090:
gave the Commodore 64 version four-plus stars out of five, describing it as "a really good educational game ... you'll hardly be aware that you've been taught. The graphics and gameplay are nice, too".
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The connection between Colossal Cave Adventure and Carmen Sandiego was first discussed by computer game historian and commentator Bob Clark on the site Game Design Advance.
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was a commercial blockbuster. It was Broderbund's third best-selling Commodore game as of late 1987. In April 1989, the game was awarded a "Diamond" certification from the
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was still in production. Bigham was still not sure if the game would be successful, and once the game was complete by 1985, took a brief leave from Broderbund to work with
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game as one of "love-hate", as he had been more inspired to develop action games, and Carlston had denied him opportunities to work on these at Broderbund while
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game focusing on refining the game's interface. To write a narrative, Carlston hired writer David Siefkin, and initially suggested a narrative around the
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gave the SNES version a positive review. They described it as identical to the earlier PC and Genesis versions, and praised the graphics and the strong
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was popular from a market area they did not anticipate, that being from an educational standpoint, becoming a core piece of software in many schools.
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s interface was designed as a graphic menu-driven adventure game to remove the ambiguity of previous text adventure games.
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The game was initially developed as a menu-driven interface to replace the text-driven interface of adventure games like
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Siefkin wrote the first script for the game beside the swimming pool in Strawberry Canyon on the campus of the
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to use for the commands programmed into the game, a limitation of computational power at that time. With the
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knife attacks from henchmen and gun attacks from Carmen's gang, and will lose some time recovering if hit.
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Compute! Choice Award for Educational Software, stating that it successfully combined teaching and fun.
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A screenshot from the game, showing the options to the player at a given location.
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during that summer. When he returned to Broderbund, he was surprised that
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criminal at a time rather than multiple, Portwood warmed up to the idea.
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Dunnington, Benn; Brown, Mark R.; Malcolm, Tom (January–February 1987).
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was "by far the best-selling educational software in North America".
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Broderbund's "Rubber Room", the offices of Gene Portwood, a former
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Worley, Joyce (December 1989). "Mega Hits: The Best of the Best".
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for sales above 500,000 units, making it one of the top two
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In later games, "Crime Net" would be written as "Crimenet".
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Where in the World Is Carmen Sandiego? Deluxe Edition
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franchise. This game is not to be confused with the
1314: 954:Bigham considered his relationship with this first 1658:"Where in the World Is Carmen Sandiego? For Apple" 899:, as Carlston had plans to ship the game with the 272:sometimes mistakenly called the "Deluxe" version. 196:on April 23, 1985. It is the first product in the 1962:"Where in the World Is Carmen Sandiego? for SNES" 1936:"Where in the World Is Carmen Sandiego? for SNES" 1499:Petska-Juliussen, Karen; Juliussen, Egil (1990). 826:, on CD-ROM, adds digitized photographs from the 2646: 1649: 850:Portwood and Elliott in the "Rubber Room", 1985 1641:Wagner, Roy (December 1986). "Commodore Key". 2586:Houghton Mifflin Harcourt Learning Technology 2089: 2062:can be played for free in the browser at the 1910:"IGN: Where in the World Is Carmen Sandiego?" 1680: 1461: 1450: 1308: 824:Where in the World Is Carmen Sandiego? Deluxe 716:Where in the World Is Carmen Sandiego? Deluxe 1528:"TELEVISION; The Case of the Game-Show Ploy" 1446: 1444: 1271: 1269: 1140:The game was given a press score of 6.3 by 314:. Unsourced material may be challenged and 2755:Video games developed in the United States 2096: 2082: 1710: 1525: 1352: 1350: 1348: 1346: 1344: 721: 32: 2735:Super Nintendo Entertainment System games 1470:"The Commodore Games That Live On And On" 334:Learn how and when to remove this message 202:franchise. The game was distributed with 1770:"Where in the World Is Carmen Sandiego?" 1526:Rabinovitz, Jonathan (October 6, 1991). 1454:Video Games & Computer Entertainment 1441: 1356: 1266: 1050:Video Games & Computer Entertainment 845: 361: 1645:. Vol. 1, no. 33. p. 36. 1467: 1416: 1371:from the original on September 15, 2017 1341: 1192:"'CARMEN SANDIEGO'; Point of Reference" 857:was the first product developed within 255:for graphic-enabled computers like the 2647: 2059:Where in the World Is Carmen Sandiego? 2042:Where in the World Is Carmen Sandiego? 2030:Where in the World Is Carmen Sandiego? 2018:Where in the World Is Carmen Sandiego? 1968:from the original on September 8, 2009 1942:from the original on February 27, 2011 1890:from the original on November 11, 2017 1656:McCullough, Karen G. (February 1986). 1640: 1357:Craddock, David (September 15, 2017). 1287:from the original on November 11, 2017 1254:from the original on November 21, 2022 1112:Where in the World Is Carmen Sandiego? 1031:Where in the World Is Carmen Sandiego? 996:Software Publishers Association (1985) 948:Where In the World Is Carmen Sandiego? 855:Where in the World Is Carmen Sandiego? 346:The goal of the game is to track down 185:Where in the World Is Carmen Sandiego? 27:Where in the World Is Carmen Sandiego? 2875:Video games set in the United Kingdom 2077: 1864:from the original on October 28, 2020 1634: 1590:from the original on February 7, 2023 1546:from the original on December 1, 2017 1505:. New York: Brady. pp. 3.10–11. 1202:from the original on January 30, 2009 1168:from the original on January 10, 2020 2880:Video games set in the United States 1668:from the original on January 6, 2013 1329:from the original on August 12, 2014 1315:Fisher, Lawrence M. (July 9, 1991). 908:University of California at Berkeley 893:, but later directed him to use the 312:adding citations to reliable sources 279: 275: 2870:Video games set in the Soviet Union 2103: 1912:. Au.cheats.ign.com. Archived from 1698:from the original on March 16, 2014 1480:from the original on March 26, 2016 1318:"Software Star Hits the Media Road" 1228:from the original on August 6, 2017 1121: 977: 205:The World Almanac and Book of Facts 149:Super Nintendo Entertainment System 13: 1994:from the original on March 7, 2012 1838:from the original on March 4, 2016 1775:The Strong National Museum of Play 1622:from the original on March 6, 2017 1502:The Computer Industry Almanac 1990 1283:. April 1994. pp. 20–42, 33. 1108:The Strong National Museum of Play 1004:Classroom Computer Learning (1986) 14: 2901: 2010: 1786:from the original on May 14, 2023 1729:from the original on July 9, 2016 1429:from the original on May 21, 2019 1065:Roy Wagner reviewed the game for 1041:in the United States (along with 705: 2629: 2628: 2050: (archived January 13, 2013) 1990:. HonestGamers. March 20, 2009. 1688:"The 189 Compute! Choice Awards" 1468:Ferrell, Keith (December 1987). 284: 2750:Video games adapted into comics 1980: 1954: 1928: 1902: 1876: 1850: 1824: 1798: 1762: 1741: 1602: 1558: 1519: 1492: 1417:Cifaldi, Frank (May 29, 2014). 1410: 1359:"The Making Of Carmen Sandiego" 1277:"Invasion Of The Data Stashers" 1035:Software Publishers Association 1020:Software Publishers Association 1012:Software Publishers Association 910:. Siefkin was also inspired by 392:protection against disk copying 2354:The Secret of the Stolen Drums 1574:. Vol. 107, no. 19. 1383: 1299: 1240: 1214: 1184: 1154: 841: 234:version was released in 1994. 1: 2890:World Video Game Hall of Fame 1147: 1116:World Video Game Hall of Fame 230:were released in 1992, and a 2860:Video games set in Sri Lanka 2855:Video games set in Singapore 2765:Video games set in Australia 2760:Video games set in Argentina 2315:Great Amtrak Train Adventure 1758:. October 1993. p. 100. 1694:. January 1989. p. 24. 973: 401: 7: 2865:Video games set in Thailand 2740:TRS-80 Color Computer games 1806:"ProQuest Archiver: Titles" 1578:. 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Robins Lane Press. 1281:Computer Gaming World 1129:Computer Gaming World 1068:Computer Gaming World 999:Best Learning Product 849: 791:1990 (DOS), 1992 (CD) 413:Cities and countries 384:Interpol "Red Notice" 365: 270:1996 rebooted version 134:TRS-80 Color Computer 2715:Educational software 2695:Classic Mac OS games 2601:The Learning Company 2340:ThinkQuick Challenge 2330:The Learning Company 1566:"That's Edutainment" 1457:: 130–132, 137, 138. 832:Smithsonian/Folkways 308:improve this section 2745:TurboGrafx-CD games 2725:Master System games 2576:Broderbund Software 984: 747:Brøderbund Software 736:Brøderbund Software 211:National Geographic 2730:Sega Genesis games 2700:Commodore 64 games 2591:Mattel Interactive 2399:Adventures in Math 2054:The DOS version of 1725:. pp. 14–21. 1532:The New York Times 1476:. pp. 18–22. 1323:The New York Times 1198:. 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No. 51. 1747: 1746: 1742: 1732: 1730: 1715: 1711: 1701: 1699: 1686: 1685: 1681: 1671: 1669: 1654: 1650: 1639: 1635: 1625: 1623: 1619: 1612: 1608: 1607: 1603: 1593: 1591: 1564: 1563: 1559: 1549: 1547: 1524: 1520: 1513: 1497: 1493: 1483: 1481: 1466: 1462: 1449: 1442: 1432: 1430: 1415: 1411: 1401: 1399: 1390: 1388: 1384: 1374: 1372: 1355: 1342: 1332: 1330: 1325:. pp. D7. 1313: 1309: 1304: 1300: 1290: 1288: 1275: 1274: 1267: 1257: 1255: 1246: 1245: 1241: 1231: 1229: 1220: 1219: 1215: 1205: 1203: 1190: 1189: 1185: 1171: 1169: 1160: 1159: 1155: 1150: 1124: 1081:Carmen Sandiego 1060:Carmen Sandiego 1028: 980: 976: 931:Carmen Sandiego 891:Time-Life Books 844: 836:speech balloons 830:and music from 757:Carmen Sandiego 711: 710:1990 video game 708: 404: 370: 368:Carmen Sandiego 348:Carmen Sandiego 340: 329: 323: 320: 305: 289: 278: 266:Carmen Sandiego 244:Carmen Sandiego 218:, and 16 maps. 199:Carmen Sandiego 153: 68:Carmen Sandiego 22: 21:1985 video game 19: 18:1985 video game 12: 11: 5: 2903: 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Retrieved 1982: 1970:. Retrieved 1956: 1944:. Retrieved 1938:. GameFAQs. 1930: 1918:. Retrieved 1914:the original 1904: 1892:. Retrieved 1878: 1866:. Retrieved 1852: 1840:. Retrieved 1826: 1814:. Retrieved 1810:the original 1800: 1788:. Retrieved 1773: 1764: 1749: 1743: 1731:. Retrieved 1722: 1712: 1702:November 10, 1700:. Retrieved 1691: 1682: 1670:. Retrieved 1661: 1651: 1642: 1636: 1624:. Retrieved 1604: 1592:. Retrieved 1569: 1560: 1550:November 25, 1548:. Retrieved 1531: 1521: 1501: 1494: 1482:. Retrieved 1473: 1463: 1452: 1433:December 30, 1431:. Retrieved 1422: 1412: 1400:. Retrieved 1396:the original 1385: 1373:. Retrieved 1362: 1331:. Retrieved 1322: 1310: 1301: 1291:November 10, 1289:. Retrieved 1280: 1256:. Retrieved 1242: 1230:. Retrieved 1216: 1204:. Retrieved 1195: 1186: 1178: 1170:. 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Index


Developer(s)
Broderbund
Publisher(s)
Carmen Sandiego
Platform(s)
Apple II
Commodore 64
Amstrad CPC
Apple IIGS
Amiga
Atari ST
DOS
FM Towns
Macintosh
Master System
TRS-80 Color Computer
TurboGrafx-16
Sega Genesis
Super Nintendo Entertainment System
Genre(s)
Educational
strategy
educational video game
Broderbund
Carmen Sandiego
The World Almanac and Book of Facts
National Geographic
countries
CD-ROM

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